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July 17, 2019, 03:27:56 pm

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Messages - WFab

421
Bug Reports and Help / Re: Device Tabs Messed Up
October 22, 2013, 11:38:12 am
in the tools tab, you accidentally clicked the first option "filter devices by data type" ... instead, click on second one "filter devices by device type"
422
Macros and Plugins / Re: macro properties problem
October 22, 2013, 02:42:50 am
thanks stephen for the reply! i use 2.2 pro rather than 2.3, and do not want to upgrade just now... could you hack up a patch for the older version if you solve this??? thanks in advance!!!  :D
423
Macros and Plugins / Re: macro properties problem
October 20, 2013, 01:22:09 am
mine is 1280x800. here's a screenshot of what i mean...
424
Macros and Plugins / macro properties problem
October 20, 2013, 12:22:34 am
hi stephen, i've a problem with macros having too many parameters like the Extended Overlay macro. the list is so long it goes beyond the vertical bounds of my screen. i can't even view the ok or cancel button. and that too at the highest resolution my monitor supports. is there a way you could make the macro properties dialogue such that the parameters that go off screen tile in the next row for those with smaller screen space?? that would be a gem!!! BTW i use wm 2.2 pro
425
very detailed info pluton!!! thanks!!!
426
Works in Progress / Re: My first terrain
October 18, 2013, 02:07:28 am
did you import a dem map as file input? cause i get the feeling i've seen this terrain profile before... nice texturing! did you do it in lightwave or wm???
427
i know about IBL and compositing passes, what i meant was what details can i add procedurally so that i can minimize the sculpting process. lighting and rendering i can handle well enough as well as mask based shading. the basic coverage macro is only for reference while texturing further. as for a shadow neutral beauty pass, i believe soft shadows that are consistent with the 3d world are the reason we build a terrain in 3d, or we could've used matte painting techniques. i use vue for lighting ad rendering passes, then get those into maya or blender for projection. then i have to deliver it to the next guy for final environment.
428
still, the facebook page needs to see a bit of life. facebook is where you show off, and forum is where you find answers. both are needed for even the most brilliant of projects to survive. cheers!!!
429
you could create two network, one having rock style erosion, and one having grass like profile. then plug both of them into a chooser device. also add a combiner and connect both terrains to thet too. for control port use slope selector on the combiner to select your areas and plug the selector into the control post of chooser. thats just one of the ways it can be done. there are many.
430
General Discussion / Re: World Machine for Linux ?
October 15, 2013, 01:55:51 am
@remnant: could you elaborate why the ui overhaul is in order, cause i like the interface. whatever you plan to do, please do not change the device view. that's the most intuitive visual programming i've ever seen. although a virtual camera for 3d view instead of explorer view would  be great. if os independence is an issue, you could shift to python for pdk and scripting (keeping xml as an alternative still), and qt for core code.
431
Works in Progress / Re: My first terrain
October 13, 2013, 10:06:37 pm
i see u have edge problem in your far side, i have the same one in maya and blender. did u try using mesh mode? anyways, nice render and texturing!!!
432
Works in Progress / Road creation inside world machine
October 13, 2013, 09:57:18 pm
hi, i've been working on a scene containing a hillside road. although the road seem unrealistic, its only for reference for mudbox. i need some opinions on this scene as it still looks typical cg and i need to integrate it in a live action footage.
433
Feature Requests / Re: turbulence and wave device
October 13, 2013, 01:14:09 pm
nice one geekatplay, i second your request